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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Video and Computer Games As Grounding Experiences for Learning
Black, J.B., Khan, S.A.and Huang,S.C.D.(2014) Video games as grounding experiences for learning. In F. C. Blumberg (Ed.) Learning by playing: Frontiers of videogaming in education. New York: Oxford University Press Video and Computer Games as Grounding Experiences for Learning John B. Black, Saadia A. Khan and Shih-Chieh Doug Huang Teachers College, Columbia University Abstract A powerful role for games and simulations is providing rich, perceptually- grounded experience with the content being learned, which when combined with more formal learning activities, provides deeper more robust learning that transfers. Research with an historical simulation game found that grappling with historical dynamics via game play prepared students to learn more from reading a difficult chapter from a college history text. Similarly, interpreting observations in an archaeological site simulation increased students’ ability to interpret and argue using such observations. Other research showed that having learners use avatars to role play historical actors and events in a virtual world simulation of the history increased learning, understanding and transfer of historical knowledge acquired from reading about the history. Further research found that increasing the perceptual richness of grounding physics experiences with a simulation game providing force feedback increased student learning and understanding of concepts in physics. Keywords: Grounded Cognition, Embodied Cognition, Experience, Learning, Transfer 1 Most of learning in school is thin and shallow: it is not understood very deeply, is quickly forgotten and does not really become part of the way the learners think about the world. As Dewey (1938) pointed out, learning without experiencing what is being learned is not meaningful. -
Laws of Pennsylvania
278 LAWS OF PENNSYLVANIA, appraisal given, in writing, by three (3) or more persons competent to give appraisal by reason of being a manufac- turer, dealer or user of such furniture or equipment. In no instance shall the school district pay more than the average of such appraised values. Necessary costs of securing such appraised values may be paid by the school district. Provided when appraised value is deter- mined to be more than one thousand dollars ($1,000), purchase may be made only after public notice has been given by advertisement once a week for three (3) weeks in not less than two (2) newspapers of general circula- tion. In any district where no newspaper is published, said notice may, in lieu of such publication, be posted in at least five (5) public places. Such advertisement shall specify the items to be purchased, name the vendor, state the proposed purchase price, and state the time and place of the public meeting at which such proposed purchase shall be considered by the board of school directors. APPROVED—The 8th day of June, A. D. 1961. DAVID L. LAWRENCE No. 163 AN ACT Amending the act of June 3, 1937 (P. L. 1225), entitled “An act concerning game and other wild birds and wild animals; and amending, revising, consolidating, and changing the law relating thereto,” removing provisions relating to archery preserves. The Game Law. The General Assembly of the Commonwealth of Penn- sylvania hereby enacts as follows: Section 317, act of June 3, 1937, Section 1. Section 317, act of June 3, 1937 (P. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games
Vanderbilt Law Review Volume 36 Issue 5 Issue 5 - October 1983 Article 2 10-1983 First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games John E. Sullivan Follow this and additional works at: https://scholarship.law.vanderbilt.edu/vlr Part of the First Amendment Commons, and the Intellectual Property Law Commons Recommended Citation John E. Sullivan, First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games, 36 Vanderbilt Law Review 1223 (1983) Available at: https://scholarship.law.vanderbilt.edu/vlr/vol36/iss5/2 This Note is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Law Review by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. NOTE First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games Outline I. INTRODUCTION .................................. 1225 II. LOCAL GOVERNMENT REGULATION OF VIDEO GAMES . 1232 A. Zoning Regulation ......................... 1232 1. Video Games Permitted by Right ........ 1232 2. Video Games as Conditional or Special U ses .................................. 1233 3. Video Games as Accessory Uses ......... 1234 4. Special Standards for Establishments Of- fering Video Game Entertainment ....... 1236 a. Age of Players and Hours of Opera- tion Standards .................. 1236 b. Arcade Space and Structural Stan- dards ........................... 1237 c. Arcade Location Standards....... 1237 d. Noise, Litter, and Parking Stan- dards ........................... 1238 e. Adult Supervision Standards ..... 1239 B. Licensing Regulation ....................... 1239 1. Licensing and Zoning Distinguished ...... 1239 2. Video Game Licensing Standards ........ 1241 3. Administration of Video Game Licensing. 1242 a. Denial of a License ............. -
Pioneering E-Sport: the Experience Economy and the Marketing of Early 1980S Arcade Gaming Contests
International Journal of Communication 7 (2013), 2254-2274 1932–8036/20130005 Pioneering E-Sport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests MICHAEL BOROWY DAL YONG JIN Simon Fraser University This article sets out to historicize the development of e-sport (organized competitive digital gaming) in the early 1980s using three new conceptual frameworks. We identify e-sport as an accompaniment of the broader embryonic gamer culture, a hallmark of the “experience economy” concept, and as a succession of consumer practices whose development was coterminous with the rise of event marketing as a leading promotional business strategy. By examining the origins of e-sport as both a marketized event and experiential commodity, we see this period as a transitory era bridging different phases in the areas of sports, marketing, and technology, resulting in the expansion of competitive cyberathleticism. Keywords: e-sport, professional gamer, arcade, experience economy, event marketing, video games, public events Introduction In the early 2000s, competitive player-versus-player digital game play (henceforth e-sports) has been a heavily promoted feature of overall gamer culture. Although e-sport—known as an electronic sport and the leagues in which players compete through networked games and related activities (Jin, 2010)— has existed since the early 1980s, the increased attention toward the activity in the 21st century has signaled that the gaming industry is adopting more flexible avenues of public event consumption with the goal of generating higher profit margins. While stand-alone e-sports events are common, their use as adjuncts of other industry events, including major trade shows, press conferences, and even traveling orchestras, demonstrates that competitive gaming continues to play a major role in the machinery of game industry event marketing. -
A Neuroevolution Approach to Imitating Human-Like Play in Ms
A Neuroevolution Approach to Imitating Human-Like Play in Ms. Pac-Man Video Game Maximiliano Miranda, Antonio A. S´anchez-Ruiz, and Federico Peinado Departamento de Ingenier´ıadel Software e Inteligencia Artificial Universidad Complutense de Madrid c/ Profesor Jos´eGarc´ıaSantesmases 9, 28040 Madrid (Spain) [email protected] - [email protected] - [email protected] http://www.narratech.com Abstract. Simulating human behaviour when playing computer games has been recently proposed as a challenge for researchers on Artificial Intelligence. As part of our exploration of approaches that perform well both in terms of the instrumental similarity measure and the phenomeno- logical evaluation by human spectators, we are developing virtual players using Neuroevolution. This is a form of Machine Learning that employs Evolutionary Algorithms to train Artificial Neural Networks by consider- ing the weights of these networks as chromosomes for the application of genetic algorithms. Results strongly depend on the fitness function that is used, which tries to characterise the human-likeness of a machine- controlled player. Designing this function is complex and it must be implemented for specific games. In this work we use the classic game Ms. Pac-Man as an scenario for comparing two different methodologies. The first one uses raw data extracted directly from human traces, i.e. the set of movements executed by a real player and their corresponding time stamps. The second methodology adds more elaborated game-level parameters as the final score, the average distance to the closest ghost, and the number of changes in the player's route. We assess the impor- tance of these features for imitating human-like play, aiming to obtain findings that would be useful for many other games. -
Department of Fish and Game Celebrates 130 Years of Serving
DepartmentDepartment ofof FishFish andand GameGame celebratescelebrates 130130 yyearearss ofof servingserving CalifCaliforniaornia .. .. .. n 1970, the Department of Fish and Game state hatching house is established at the turned 100 years old. At that time, a history University of California in Berkeley. ofI significant events over that 100 years was published. A frequently requested item, the 1871. First importation of fish-1,500 young history was updated in 1980, and now we have shad. Two full-time deputies (wardens) are another 20 years to add. We look forward to appointed, one to patrol San Francisco Bay seeing where fish and wildlife activities lead us and the other the Lake Tahoe area. in the next millennium. Editor 1872. The Legislature passes an act enabling 1849. California Territorial Legislature the commission to require fishways or in- adopts common law of England as the rule lieu hatcheries where dams or other in all state courts. Before this, Spanish and obstacles impede or prevent fish passage. then Mexican laws applied. Most significant legal incident was the Mexican 1878. The authority of the Fish government decree in 1830 that California Commission is expanded to include game mountain men were illegally hunting and as well as fish. fishing. Captain John Sutter, among others, had been responsible for enforcing 1879. Striped bass are introduced from New Mexican fish and game laws. Jersey and planted at Carquinez Strait. 1851. State of California enacts first law 1883. Commissioners establish a Bureau of specifically dealing with fish and game Patrol and Law Enforcement. Jack London matters. This concerned the right to take switches sides from oyster pirate to oysters and the protection of property Commission deputy. -
Atari 8-Bit Family
Atari 8-bit Family Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 221B Baker Street Datasoft 3D Tic-Tac-Toe Atari 747 Landing Simulator: Disk Version APX 747 Landing Simulator: Tape Version APX Abracadabra TG Software Abuse Softsmith Software Ace of Aces: Cartridge Version Atari Ace of Aces: Disk Version Accolade Acey-Deucey L&S Computerware Action Quest JV Software Action!: Large Label OSS Activision Decathlon, The Activision Adventure Creator Spinnaker Software Adventure II XE: Charcoal AtariAge Adventure II XE: Light Gray AtariAge Adventure!: Disk Version Creative Computing Adventure!: Tape Version Creative Computing AE Broderbund Airball Atari Alf in the Color Caves Spinnaker Software Ali Baba and the Forty Thieves Quality Software Alien Ambush: Cartridge Version DANA Alien Ambush: Disk Version Micro Distributors Alien Egg APX Alien Garden Epyx Alien Hell: Disk Version Syncro Alien Hell: Tape Version Syncro Alley Cat: Disk Version Synapse Software Alley Cat: Tape Version Synapse Software Alpha Shield Sirius Software Alphabet Zoo Spinnaker Software Alternate Reality: The City Datasoft Alternate Reality: The Dungeon Datasoft Ankh Datamost Anteater Romox Apple Panic Broderbund Archon: Cartridge Version Atari Archon: Disk Version Electronic Arts Archon II - Adept Electronic Arts Armor Assault Epyx Assault Force 3-D MPP Assembler Editor Atari Asteroids Atari Astro Chase Parker Brothers Astro Chase: First Star Rerelease First Star Software Astro Chase: Disk Version First Star Software Astro Chase: Tape Version First Star Software Astro-Grover CBS Games Astro-Grover: Disk Version Hi-Tech Expressions Astronomy I Main Street Publishing Asylum ScreenPlay Atari LOGO Atari Atari Music I Atari Atari Music II Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27. -
List of Western-Themed Games
List of Western-Themed Games Key action (A) adventure (ADV) card game (C) duel (D) first-person shooter (FPS) laser disc/multimedia (LD) other (O) pinball (PB) platform (PL) puzzle (PUZ) real-time strategy/manager (RTS) role-playing game (RPG) strategy/wargame (S) target shooting/reaction (TS) Year Games 1939 Buckaroo (PB), Ride “M” Cowboy (PB) 1941 Texas Mustang (PB) 1945 Wagon Wheels (PB) 1946 Dynamite (PB) 1947 Broncho (PB), Ranger (PB) 1948 Round Up (PB) 1949 Oklahoma (PB), Tumbleweed (PB), Utah (PB) 1950 Buffalo Bill (PB), Six Shooter (TS) 1954 Stage Coach (PB) 1955 Smoke Signal (PB), Southern Belle (PB), Wild West Gallery (TS) 1957 Arrow Head (PB) 1959 Gunsmoke (TS) 1960 Pony Express (TS), Texan (PB), Wagon Train (PB) 1961 Double Barrel (PB), Indian Scout (TS), Mr. Quick Draw (TS), Mr. Top Gun (TS), Wild West (TS) 1962 Arrowhead (PB), Flipper Cowboy (PB) 1963 Bronco (PB), Texas Ranger Gatling Gun (TS) WiderScreen 1/2015: Villin lännen uudet visiot – New Visions of the Wild West 1964 Bonanza (PB), Championship Fast Draw (TS) 1965 Buckaroo (PB) 1966 Six Shooter (PB) 1967 Rifleman (TS), Wild West Rifle Gallery (TS) 1968 Civil War (S), Dogies (PB), Gun Smoke (PB), Stage Coach (PB) 1969 Lariat (PB) 1970 Bonanza (TS), Cowboy (PB), Gun Fight (D), White Lightning (TS) 1971 Gold Rush (PB), Lawman (PB) 1972 Rodeo Shooting Gallery (TS), Texas Ranger (PB) 1974 Big Indian (PB), Cowboy (A), Wild Gunman (TS) 1975 El Dorado (PB), Fast Draw (PB), Gun Fight [Western Gun] (D) 1976 Cherokee (PB), Outlaw (TS), Plinker’s Canyon (TS), Top -
Arcade-Style Game Design: Postwar Pinball and The
ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES A Thesis Presented to The Academic Faculty by Christopher Lee DeLeon In Partial Fulfillment of the Requirements for the Degree Master of Science in Digital Media in the School of Literature, Communication and Culture Georgia Institute of Technology May 2012 ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES Approved by: Dr. Ian Bogost, Advisor Dr. John Sharp School of LCC School of LCC Georgia Institute of Technology Georgia Institute of Technology Dr. Brian Magerko Steve Swink School of LCC Creative Director Georgia Institute of Technology Enemy Airship Dr. Celia Pearce School of LCC Georgia Institute of Technology Date Approved: March 27, 2012 In memory of Eric Gary Frazer, 1984–2001. ACKNOWLEDGEMENTS I would like to thank: Danyell Brookbank, for companionship and patience in our transition to Atlanta. Ian Bogost, John Sharp, Brian Magerko, Celia Pearce, and Steve Swink for ongoing advice, feedback, and support as members of my thesis committee. Andrew Quitmeyer, for immediately encouraging my budding pinball obsession. Michael Nitsche and Patrick Coursey, for also getting high scores on Arnie. Steve Riesenberger, Michael Licht, and Tim Ford for encouragement at EALA. Curt Bererton, Mathilde Pignol, Dave Hershberger, and Josh Wagner for support and patience at ZipZapPlay. John Nesky, for his assistance, talent, and inspiration over the years. Lou Fasulo, for his encouragement and friendship at Sonic Boom and Z2Live. Michael Lewis, Harmon Pollock, and Tina Ziemek for help at Stupid Fun Club. Steven L. Kent, for writing the pinball chapter in his book that inspired this thesis.